Deepa (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Deepa[edit]

Medium humanoid (Konjiki), chaotic evil


Armor Class 24 (Natural Armor)
Hit Points 315 (30d8 + 180)
Speed 75 ft.


STR DEX CON INT WIS CHA
8 (-1) 22 (+6) 22 (+6) 22 (+6) 12 (+1) 8 (-1)

Saving Throws Wis +9, Cha +7
Skills Deception +7, History +14, Medicine +9, Persuasion +7
Senses passive Perception 11
Languages Common
Challenge 28 (120,000 XP)


Chakra. Deepa has 89 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion/Discernment. When Deepa is targeted by an area effect that lets him make a Dexterity, Intelligence, or Wisdom saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Ninja Speed. Deepa can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Dying Breath. At the beginning of each of Deepa's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Afterglow. Once per turn when Deepa has advantage on any one attack roll that uses Dexterity, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 14 (4d6) damage.

Terrifying. While frightened of Deepa by any means, creatures must attempt a DC 22 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

Vanish. Deepa can't be tracked by non-magical means, unless he chooses to leave a trial. In addition, while lightly obscured, he can expend 2 chakra to become invisible. He remains invisible until he is no longer lightly obscured, makes an attack, or casts a jutsu.

Master Assassin. Deepa may wield any weapon with one hand, but if it has the two-handed property he can not wield another weapon or shield in his other hand. His footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises he would produce can no longer be heard.

ACTIONS

Multiattack. Deepa makes three attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (6d4 + 6) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +14 to hit, range 30/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Deepa may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Deepa makes two unarmed strikes

Leaf Gust (8 Chakra). Deepa makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Deepa's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Deepa gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Deepa casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (6d4 + 6) magical bludgeoning damage. Deepa may fly up to 30 feet before making this attack.

Lion Combo (2 Chakra). The target must attempt a DC 22 Strength saving throw. On a failure, they take 11 (6d4 + 6 / 2) magical bludgeoning damage and are pushed 20 feet into the air until the end of Deepa's next turn. On a success, they take half as much damage.

Magic Lantern Body (10 Chakra). Deepa projects an image of himself in the location of 1 creature or object whose range he knows the location of down to a 30-foot range within 5 miles of him for 1 hour (concentration). The mirage is a transparent silhouette, save for his eyes which are perfectly recreated, that refracts various colors. He can see and hear through this mirage, but he can not interact with the world around it.

Impervious Armor (8 Chakra, 5 Hit Points). Deepa gains a +3 bonus to his AC and he becomes immune to non-magical slashing, piercing and bludgeoning damage, resistant to magical slashing, piercing, and bludgeoning damage, and vulnerable to acid and lightning damage for 1 minute. Deepa may end this jutsu as an bonus action.

Carbon Armor (8 Chakra, 25 Hit Points). While Impervious Armor is active, Deepa gains +2 bonus to his AC and he becomes immune to non-magical slashing, piercing and bludgeoning damage, and resistant to any other type of damage. Critical hits against Deepa ignore this immunity and resistance. Additionally, he begins suffocating, though he can speak, until this jutsu ends, and he may only breathe as an action.

Carbon Armor: One Fist (6 Chakra). Melee Spell Attack: +20 to hit, reach 5 ft., one target. Hit: 27 (6d4 + 12) magical bludgeoning damage. Additionally, Deepa gains a -5 penalty to his AC until the beginning of his next turn. Deepa must have Carbon Armor active to use this jutsu.

Acceleration Cube (1 Chakra, 5 Hit Point). Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 15 magical bludgeoning damage. Deepa may divide this damage evenly between up to 8 targets within range. If an attack misses, the damage divided to the target is not dealt to any target.

Super Acceleration Cube (4 Chakra). As a bonus action, until the beginning of Deepa's next turn, any Acceleration Cube attacks he would have made are delayed until the beginning of his next turn and deal twice as much damage. If Deepa loses concentration, he loses 3 chakra, and these attacks do not happen.

Acceleration Ring (6+ Chakra, 5 Hit Points). As a bonus action, Deepa gains 15 temporary hit points until he loses concentration. He may spend 6 additional chakra and 5 hit points to increase these temporary hit points by 15 to a maximum of 45. As an action while concentrating on this jutsu, he may cast Acceleration Cube without spending chakra, dealing an amount of damage equal to the remaining temporary hit points granted by this jutsu.

Carbon Whip (8 Chakra, 25 Hit Points). As a bonus action, Deepa's unarmed strikes target every creature in a 20 foot cone, using the same attack and damage rolls. Deepa must spend 2 chakra at the end of each of your turns to maintain this effect.

REACTIONS

Substitution (3+ Chakra). When Deepa is hit by an attack and would take damage, he decreases the damage by 37 (1d10 + 28) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Deepa can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Impervious Armor (8 Chakra, 5 Hit Points). When Deepa is targeted by an attack, he gains a +3 bonus to his AC and he becomes immune to non-magical slashing, piercing and bludgeoning damage, resistant to magical slashing, piercing, and bludgeoning damage, and vulnerable to acid and lightning damage for 1 minute. Deepa may end this jutsu as an bonus action.

Acceleration Ring (10+ Chakra, 5 Hit Points). When Deepa would take damage, Deepa gains 15 temporary hit points until he loses concentration. He may spend 6 additional chakra and 1 cubic foot of metal to increase these temporary hit points by 15 to a maximum of 45. As an action while concentrating on this jutsu, he may cast Acceleration Cube without spending chakra, dealing an amount of damage equal to the remaining temporary hit points granted by this jutsu.

Deepa%27s_Appearance.png
[Source].

From a young age, Deepa's strength was something to be feared, even before his scientific ninja tool enhancements. With nothing to challenge him, he began to revel in sadism, killing and eating civilians for no better reason than to taste the world's "forbidden flavors". When he was approached by Kara, he was one of few future Inners to not need additional reasoning beyond his role the full plan, cherishing the opportunity to taste even an incomplete chakra fruit, which would be grown by the blood of the Leaf Village. Before he could undergo that mission however, he had to retrieve a sample of Hashirama's cells stolen from another Inner, Victor's company. Tracking it to Fushu Village, where he slaughtered a busy bar in search of information despite being told to be discrete, he was eventually led to the Leaf Village's Team 7, who was also tracking it down, but was ambushed by Team Omoi so the team of genin could go ahead. Bringing Omoi to his knees, he promised to let him live if he got the information he needed. Not wanting their leader to die, Omoi's teammates gave him the location of the remaining two Haze Quadruplets only to be killed on the spot, fulfilling his promise of letting Omoi live. Frustrated with Deepa wasting time, Victor deigned to deal with the now-twins himself, allowing Deepa to hold off the Leaf genin from before himself. While he wanted to finish them off, he was forced by Victor to retreat. After a failed mission to retrieve an Otsutsuki puppet from Urashiki's rampage where he easily dealt with Shinki, but let him live as he already wasn't expecting to eat on this mission. Returning back to base, it was finally time for his mission, with the false God Tree nearing completion. However, the Leaf's Team 7 beat him to the location. Despite finally utilizing his strongest techniques against them, he was quickly defeated; caught off guard by a Compression Rasengan while Orochimaru burned the tree to the ground. Though Victor pinned the plan to gain power stronger than Jigen's on Deepa, Jigen had Amado restore his cyborg brain to full functionality, revealing the plan to have come from Victor, sealing his fate when Jigen ordered Koji Kashin to eliminate him after dissolving what remained of Deepa to eliminate loose ends.



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